public class PlayerAIState_QuarterEnd : State<PlayerAI>
{
	public static PlayerAIState_QuarterEnd instance;

	private PlayerAIState_QuarterEnd()
	{
	}

	public static PlayerAIState_QuarterEnd getInstance()
	{
		if (instance == null)
		{
			instance = new PlayerAIState_QuarterEnd();
		}
		return instance;
	}

	public override void enter(PlayerAI owner)
	{
		base.enter(owner);
		owner.player.bassline_targetPos = ((owner.player.getOffenseDirection() != 0) ? Global.posQuarterEnd_Left[(int)owner.player.playerType] : Global.posQuarterEnd_Right[(int)owner.player.playerType]);
		owner.player.do_walk();
	}

	public override void fixedUpdate(PlayerAI owner)
	{
		base.fixedUpdate(owner);
		if (GameHelper.MoveTo(owner.player, owner.player.bassline_targetPos, Global.NormalWalkSpeed_Player, isLookAtTargetPos: true))
		{
			if (!owner.player.isInState(PlayerStateBehavior_Idle.getInstance()))
			{
				owner.player.LookAt((owner.player.getOffenseDirection() != 0) ? Global.posQuarterEndLook_Left : Global.posQuarterEndLook_Right);
				owner.player.do_idle();
				owner.player.playAnimation(AnimationName.player_idle_hand, 1f, 0.8f);
			}
		}
		else
		{
			owner.player.do_walk();
		}
	}
}
